Category Archives: First Readers

World Building in Video Games

I went to the “Dramatic Storytelling In Games” by Seamus Sullivan. I believe what stood out to me the most was his first point about world building. The first point was “Make the environment say something about the characters, and vice versa.” For this point, he talked about the game Myst. As you play through the game, you find some seriously creepy things about the two characters that you are trying to “free” from a book they are trapped in. He mentioned that you find things such as furniture made out of bones. The world you are in eventually reveals to you that these two men are seriously shady characters and probably would do you great harm if you freed them from their captivity.

For the “vice versa” of this tip, he talked about how Portal 2 uses the character Wheatley to show things about the world in which you are placed. As Wheatley first comes in to where you, the character, have been “hibernating,” it is obvious alone from his tone of voice and strange way of saying things that something is drastically wrong in the world of Aperture Laboratories. It is also obvious, by the mere fact that a robot is running the place, that a huge amount of time has passed and there are absolutely no other human beings around to keep things under control. The world has fallen into disarray. The player gets all of this just from a few minutes of game play at the beginning, interacting with one character alone.

I could say so much more about this conference, but this will have to suffice. I thoroughly enjoyed everything Seamus Sullivan had to say about storytelling in games.

The Complexity of Dialogue

As a play writer, I was not surprised that Seamus Sullivan said, “Drama is in every videogame.” We invest our times into the characters, story, and action, and therefore characterization is a very important part of videogames. However, I was most struck by the idea of dialogue and how such a simple scene between two characters can reveal so much about their personalities and traits. Sullivan re-enacted a scene from the game, “The Secret of Monkey Island”, and display the naïve voice of the main character, Guybrush Threepwood. From a 60 second dialogue, not only were we able to infer what was happening in the story, but we also infer Threepwood’s polite and forgetful personality. I agree that dialogue is the most difficult to write, whether it is in a story, movie, play or a videogame. Having the right words and the right amount of words can affect the characters and story greatly. One of the greatest tips for dialogue has to be show and not tell. This same advice was given to me by my 8th grade English teacher and I see that it can be very effective in games. Showing the story allows the creator to evoke different moods, tones and feelings. Using fewer words can also be effective because it eliminates clunky sentences that may confuse the audience. To master these obstacles in dialogue, it is important that the creator continues to write, revise and ask for other people’s opinion. Therefore videogames contain many qualities that are attached in film, stories and plays, and we sometime forget the intricacy of such a simple game like “Super Mario”.

Videogames are Growing Up

Seamus Sullivan is a playwright by trade, and this background has given him some great insight into the analysis of narrative in videogames. One key idea is that making a story for a videogame is much like making a story in other media, with a few special items to take into consideration. The previous posts from today already summarize his key points (smile11), and mention that much of what he says applies as much to videogames as to other storytelling media (edang).

Building on that last idea, something struck me towards the end of the presentation: that videogames have become a serious medium for narrative. Much of what we have read this semester (and thus, the class discussions on those readings) has shied away from discussing videogames as stories in search of the more unique characteristics that set them apart from other media. Sullivan’s presentation was my first exposure to a thorough discussion of character development and narrative crafting in videogames. My biggest takeaway was that videogames are maturing as a medium and are beginning to offer the rich, layered stories that great movies and literature have provided for decades and centuries respectively. Sullivan used many of Valve’s hits to illustrate this. For example, Half-Life 2 tells the player about the game’s world not through a dry debriefing but by showing characters in the game interact in a way that quickly highlights their personality and relation to the main character.

Considering videogames as narratives provides a way of unearthing the depth of some games while seeing how poorly-done others are, and the ideas Sullivan discussed in his presentation provide a solid framework to begin a critique or creation.

Save the Cat

The time: 12:30pm, April 17th

The place: Writing for Games Conference- Dramatic Storytelling in Games

The hero: Seamus Sullivan.

Seamus wants to impart his knowledge of dramatic character development to the next generation.  He may not be tall or have Superman’s strength and good looks, but he wants to make the world a better place by eliminating weak characters and bad storytelling.

But it is an uphill battle.  On his Journey, Seamus must face the mighty Powerpoint Demon and outsmart the cunning YouTube Siren.  With Skill and Grace he overcomes these foes and delivers his message of hope for game narratives everywhere.

That was my attempt at using Seamus Sullivan’s tips to create a more dramatic narrative.  Maybe it worked, maybe it didn’t.  But one thing I’ll be sure to remember is to have my heroes save the cat.  Three cheers for tips that sound funny enough to remember! Saving the cat means that early in your narrative, your characters should all be allowed to do something minor but distinctive, to clue the audience in as to which characters are the good guys (and which ones are the bad guys). Don’t stick to the Super Objective religiously- give your characters chances to show who they are (or even the player a chance to decide who their character will be?)  For instance, the bad guy might spend his free time kicking cats.  And the hero might volunteer at the SPCA.

While discussing this type of character development, all I can think of is the old Dudley Do-Right cartoons.  The cat rescue was the whole plot, and the character development was quick-and-dirty, but it uses a lot of showing and smart dialogue and only a little telling.

[youtube http://www.youtube.com/watch?v=Q83Jqd2h0Yg&w=420&h=315]

Dramatic Storytelling in Games

Seamus Sullivan provided many general tips for storytellers.  He centered many of his examples on videogames, but it was clear that his tips could also be used in any other storytelling medium including movies, books, and speeches.  Sullivan gave us tips on how to develop characters, how to facilitate dialogue, and how to create worlds that highlight the characters’ background and history.  By using these tips (found in another blog post), players will have a much higher chance of remembering and relating to the main character, such as Master Chief or Sonic, in the videogame.

I wonder what Sullivan would say about casual videogames.  Sullivan highlighted many of his examples from ‘hardcore’ videogames (Ex. videogames that take long sittings and many hours to beat), but only cited one ‘casual’ videogame, Tetris.  I can see why casual videogames would have a much harder time telling a dramatic story, but even Sullivan said that Tetris could employ some kind of drama.  Actually, I believe Sullivan even said that any videogame has some level of drama to it.  Would his tips still apply to these casual videogames?  Casual videogames have a very limited time to immerse players; can casual videogame storytellers really emotionally pull players in that quickly?

I know that Sullivan had an emphasis on how cut scenes could tell so much about a character in a small amount of time, yet many casual videogames don’t employ this idea.  As casual gamers, do we not look for a story when we play our casual games?  Is an implied story (a story that players are just thrown into) just better for casual games?

Highlights of Dramatic Storytelling in Games

Seamus Sullivan introduced himself immediately as somebody who is not intimately involved with the video game industry, but as a playwright. Before anything else, a game is a drama. We invest in the game in order to see if the character will succeed or fail. The difference between a movie and a game is that the player has an impact on the overall outcome. Characterization, dialogue, and world interaction are all aspects that distinguish between a good game and a game with carefully crafted characters.
Character Tip #1: Start with what your character wants and how they pursue it. What is their main objective, or super objective? This becomes the goal of the game and can change throughout the game.
Character Tip #2: Apply the Plinkett Test. This test is to describe the character without describing the character’s profession, appearance, or what they do in the story. The way we describe a character using the Plinkett Test is why we are interested in the character. The things that you don’t include in the test are the reasons why we enjoy playing the game.
Character Tip #3: Show, don’t tell. Don’t use words where imagery will work instead. Rather than having a narrator or another character describe the characteristics of a character when those traits could be shown through a scene or an action.
Character Tip #4: Have your hero save the cat. Let the audience know early on who they should be rooting for. Similarly, have the villain do something early on that defines him as evil.
Character Tip #5: Give our characters distinctive voices. Both the sound of their voice and the things that they say make the character memorable. A great example for those familiar with Portal 2 is Wheatley.
Dialogue Tip #1: Find a new way to say it. Rather than say “i dont’ want to die” create a way to say it unique to the situation and character involved.
Dialogue Tip #2: Avoid stock expressions and cliches. These phrases don’t teach the player anything about who the character is. The more cliches there are, the less interested players will be in the character.
Dialogue Tip #3: Omit needless words. This is especially important in dialogue. Every word must tell something about the character. Watch 30 minute shows for examples of this concise dialogue.
Dialogue Tip #4: Keep it active. How do the words or tone of what one character says affect the other characters? There are endless ways to deliver each line.
Dialogue Tip #5: Avoid expository dialogue, or at least hide it well. Never have a character tell another character something that they already know. If you’re explaining something, make sure it’s something that really needs to be explained or is being told for another reason.
Dialogue Tip #6: Read it aloud. If the dialogue is bad, it will sound awkward or clunky or too long when read aloud. When writing dialogue, get friends to act it out.
Dialogue Tip #7: Keep writing and rewriting. Accept when lines don’t work and recreate them into something new and better.
World Building Tip #1: Make your world say something about the characters, and vice versa. The world should shape who the characters are, they can’t be completely out of place. Characters should not leave their world completely untouched.
World Building Tip #2: Make your world provoke as strong an emotional response as a character does. The environment should almost feel like another character. Portal’s world give you a sense of being a lab rat and that you’re being watched, evoking a sense of paranoia and a desire to escape. Once you reach the back paths of the laboratory, the dirty roughness of the place shows you that things have been going very wrong in the labs.

Overall, i think that this lecture was very interesting and showed me a lot about the effort that goes into video games that we, as players, may not always see or think about. I enjoyed the relatable examples of popular games that many people have played, or at least heard about, that gave me a tangible example of the point that Sullivan was demonstrating.

Super Columbine Massacre RPG!

http://kotaku.com/171966/columbine-survivor-talks-about-columbine-rpg

“I think that ultimately a videogame is just another medium for artistic expression,” says Brian Crecente, a victim who was paralyzed from the chest down after being shot by Eric Harris and Dylan Klebold at Columbine.

Super Columbine Massacre RPG! offers a retelling of the Columbine Massacre by using what Bogost calls an ‘operational reality’.  The videogame recreates the Columbine shooting in a 16-bit world, holding onto the historical record as tightly as possible (including even the dialogue about God in the library), and forces its players to take the role and perspective of the gunmen.  As controversial as it initially sounds, however, the videogame offers a lot of insight on the Columbine shootings.  It allows its players to not only learn more about the event, but also about why it happened and why Eric and Dylan felt the way they did—a perspective that is hard to sympathize in other mediums.

Brian Crecente agrees, Brian talks about how the game can get people talking about the Columbine shooting again without ‘glamourizing’ the tragic event (questionable).  My favorite idea from Brian is, “You play as these cartoonish characters doing horrible things but the impact gets sort of lost after a while.  Until of course, you actually see what really happened.”  Brian talks about how the game introduces real life photographs after the gunmen killed themselves in the game; the player is taken out of a fictional realm and put into an exactly similar realistic realm—effectively showing the players what their cartoon characters have actually done in real life.  Brian lists many other interesting perspectives on the game that I did not expect from a Columbine victim, especially after seeing the responses from a similar game, JFK Reloaded.

JFK Reloaded- The Aftermath

I found a very interesting blog (http://www.1up.com/do/blogEntry?bId=7443178) that talks about the controversy of JFK Reloaded. Some of the interesting question that it raised is why did JFK reloaded receive so much public attention, while other games that contain more violence are not heavily criticized. This did not occur to me, but that is true. Games such as God of War contains nudity, sex and decapitation, but yet receives great ratings compared to JFK reloaded, which is simply a shooter game . I believe JFK reloaded receive more criticism because President Kennedy was a symbol of the United States and an icon which many people living today still remember. If a designer created a game of how many ways can you burn/destroy the American flag, it would also receive the same negative reaction. Simulating an assassination of a respected President can actually provoke feelings of threat or endangerment. It is unlawful in the United States to depict any kind of threat to the life of a President.
I agree with a point someone made in class that if it was President Lincoln who was assassinated, then it would not have received as much publicity because no one knew him personally. On the other hand, the Kennedy family is still around and was the one who pushed for a lawsuit against Traffic (company that created the game). The game designer’s intention may be pure, but having an award of $100,000 to the person who can recreate the Lee Harvey Oswald shootings did not help them. Instead, the people see this as the company’s attempt to capitalize and promote the game in other ways than originally intended. In my opinion, Traffic did cross the line because they recaptured a very painful moment in American history without providing any background or context that this is a study or simulation of what really occur that day. The American people are not ready to have such sensitive topics be depicted in games. Therefore any games containing topics about 9/11, Columbine, V-Tech shooting will not receive any praise from the majority of the people.

Before I took this class,  I may have completely agreed with Gonzalo Frascou’s article, “Videogames of the Oppressed”. Throughout the article, he describes why videogames cannot be an integral part of social change. When asked if it is possible for social and personal change to occur through videogames at the end of his article, Frascou simply says “no”.

 

Due to not being the most avid videogame player, the only games that would have come to mind would have been games such as “World of Warcraft” or “Call of Duty”; games that don’t particularly encourage personal or social change. However, through this class, we’ve played games such as Dys4ia, Spent, and ImmorTall; games that, to me, can inspire these changes that Frascou disagrees with. He states that while games and narratives share many elements,  a narrative is  a “fixed series of actions and descriptions, videogames need the active participation of the user not just for interpretational matters” (Frascou). While this is true, a narrative also requires user participation of a certain sort. If one reads a novel, such as “The Jungle” by Upton Sinclair, but doesn’t interpret the meaning of the novel or even attempt to, then the narrative of the story is wasted. Videogames are very much the same, especially, in my opinion, Dsy4ia and Spent. For me personally, both games made me rethink certain elements of my own life.

 

Frascou also states that “videogames are not a good choice for historic or characters making moral statements” (Frascou). For certain events, such as Anne Frank as he uses as an example, I agree, because they are too controversial, even for certain writing, movies, and other forms of media. However, the game we played, ImmorTall, used the alien character to make a statement of war without explicitly saying so within the narrative of the game.

 

While Frascou makes good points, I think that with technology and globalization paving the way for the future, he has outdated ideas. Places such as Facebook and even, within recent years and the expansion, videogames are becoming important ways to spread moral statements, ideas, and proponents for social change. People use these and other parts of technology every day and traditional methods of communication are becoming less used. While these games we played in class are not very well-known, are there any recent games that are popular in our culture that can be viewed as vehicles for social change or how can they be changed or modified in order to do so?

Can Games Change Reality?

Frasca’s “Videogames of the Oppressed” offers both poor and good predictions on the use of videogames.  For example, in the intro, he states: “it is still far away from becoming a mature communication form that could deal with such things as human relationships, or political and social issues”. As of 2004, this may have been true. However, recent years have seen many political and social issue games (“Stop Disasters!”, “Unmanned”, “Budget Puzzle”, etc.). Frasca’s assumption that videogames are just “games” is no longer valid.

However, he does convey a good argument for the use of videogames as political/social tools (and using pre 2005 games!). One striking example is the potential that SimCity has for teaching urban planning and development. The emphasis in this example is in the “simulation”: the idea that a videogame can portray real life without negative consequences. He goes on to argue that social/political games should “not to find appropriate solutions, but rather serve to trigger discussions”. In this aspect, Frasca is ahead of his time. Take, for example, “Phone Story”. This game does not offer players to some grand solution, but merely enlightens players about the true paths of modern cell phones/devices. Furthermore, Frasca’s argument that videogames should trigger discussions is ultimately proven by our class (we play and read about videogames, and then talk about broader issues connected to them).

One final point that Fresca makes is that “neither art not games can change reality”. This is not wholly true. For example, Bogost’s (2011) chapter “Electioneering” of How to Do Things with Videogames makes a good argument that Obama’s 2008 presidential campaign used videogames as “advertisements” much better than the McCain campaign (election result…). In fact, many of Bogost’s essays suggest that games can indeed “change reality”. In this aspect, Fresca did not make a wise prediction.